
cc.Class({
    extends: cc.Component,

    properties: {
       bg:cc.Node,
       nodeReady:cc.Node,
       nodePlay:cc.Node,
       nodePHB:cc.Node,
       nodeOver:cc.Node,
       itemParent:cc.Node,
       pre_item:cc.Prefab,
       pre_block:cc.Prefab,
       hero:cc.Node,
       hero_2:cc.Node,
       lab_score:cc.Label,
       lab_currScoreOver:cc.Label,
       lab_bestScoreOver:cc.Label,

       phOver:cc.Node,
       spa_touXiang:cc.SpriteAtlas,

       tx_score:cc.Label,
       tx_guangQuan:cc.Node,
       pre_dian:cc.Prefab,

       audio_score_1:cc.AudioClip,
       audio_score_2:cc.AudioClip,
       audio_fall:cc.AudioClip,
       audio_touch_1:cc.AudioClip,
       audio_touch_2:cc.AudioClip,
    },
    
    onLoad () {
        cc.log('qq:2504549300')
        cc.log('微信:cocoscreator_666')
        window.game = this
        this.nodeReady.active = true
        this.nodePlay.active = false
        this.nodePHB.active = false
        this.nodeOver.active = false
        this.nodeReady.zIndex = 9
        this.nodeOver.zIndex = 9
        this.nodePHB.zIndex = 10
        this.setInfor()
        this.setTouch()
        this.gameType = 0//0:Ready  1:play 2:over
        this.blockPool = new cc.NodePool()
        this.dianPool = new cc.NodePool()
        this.hero.active = false
        this.tx_score.node.opacity = 0
        this.tx_guangQuan.opacity = 0
        this.tx_guangQuan.zIndex = 3
        // 开启碰撞检测系统，未开启时无法检测
        cc.director.getCollisionManager().enabled = true;
        this.bg.color = new cc.Color(this.arrColorBg[0].r, this.arrColorBg[0].b, this.arrColorBg[0].g)
        this.setReady()
    },

    addScore:function(num){
        if(this.callBackGetScore){
            this.unschedule(this.callBackGetScore)
        }
        var addScore = num
        if(num == 2){
            this.doubleScore = this.doubleScore * 2
            addScore = this.doubleScore
            cc.audioEngine.play(this.audio_score_2, false, 1);
        }else if(num == 1){
            this.doubleScore = 1
            cc.audioEngine.play(this.audio_score_1, false, 1);
        }
        if(num == 1 || num == 2){
            if(Math.random() < 0.1){
                this.setRandomBgColor()
            }
            var numDian = 5 + Math.floor(Math.random()*7)
            for (let i = 0; i < numDian; i++) {
                this.createDian(this.hero.getPosition(),'end')
            }
        }
        this.tx_score.string = '+'+addScore
        this.tx_score.node.opacity = 255
        this.tx_score.node.setPosition(cc.v2(this.hero.x,this.hero.y + 100))
        var act_1 = cc.moveBy(1,cc.v2(0,100))
        var act_2 = cc.fadeOut(1)
        var end = cc.spawn(act_1,act_2)
        this.tx_score.node.runAction(end)
        this.currScore += addScore
        this.lab_score.string = this.currScore

        if(num == 2){
            this.tx_guangQuan.setPosition(cc.v2(this.hero.x,this.hero.y + 20))
            this.tx_guangQuan.opacity = 255
            this.tx_guangQuan.scale = 1
            var act_01 = cc.scaleTo(0.5,5,2)
            var act_02 = cc.fadeOut(0.5)
            var end_1 = cc.spawn(act_01,act_02)
            this.tx_guangQuan.runAction(end_1)
        }
    },

    txBlock:function(){//特效块加分
        var children = this.node.children
        var i_num = 0
        for (let i = children.length-1; i >= 0; i--) {
            var js = children[i].getComponent("block")
            if(js){
                i_num++
                if(i_num == 2 && js.blockType > 18){
                    this.callBackGetScore = function(){
                        if(this.gameType != 1) return
                        if(children[i].getComponent("block").blockType == 19){
                            this.addScore(5)
                        }else if(children[i].getComponent("block").blockType == 20){
                            this.addScore(8)
                        }else if(children[i].getComponent("block").blockType == 21){
                            this.addScore(10)
                        }
                        children[i].getComponent("block").playAnima()
                    }
                    this.scheduleOnce(this.callBackGetScore,3)
                }
            }
        } 
    },

    createBlock: function (pos_dian,blockType,isFirst) {
        let block = null;
        if (this.blockPool.size() > 0) { // 通过 size 接口判断对象池中是否有空闲的对象
            block = this.blockPool.get();
        } else { // 如果没有空闲对象，也就是对象池中备用对象不够时，我们就用 cc.instantiate 重新创建
            block = cc.instantiate(this.pre_block);
        }
        block.parent = this.node; // 将生成的敌人加入节点树
        block.zIndex = 2

        block.getComponent('block').init(pos_dian,blockType,isFirst)
    },

    onBlockKilled: function (block) {
        // enemy 应该是一个 cc.Node
        this.blockPool.put(block); // 和初始化时的方法一样，将节点放进对象池，这个方法会同时调用节点的 removeFromParent
    },

    createDian: function (pos,touchType) {
        let dian = null;
        if (this.dianPool.size() > 0) { // 通过 size 接口判断对象池中是否有空闲的对象
            dian = this.dianPool.get();
        } else { // 如果没有空闲对象，也就是对象池中备用对象不够时，我们就用 cc.instantiate 重新创建
            dian = cc.instantiate(this.pre_dian);
        }
        dian.parent = this.node; // 将生成的敌人加入节点树
        
        if(touchType == 'start'){
            dian.zIndex = 2
            dian.getComponent('txDian').init_1(pos)
        }else if(touchType == 'end'){
            dian.zIndex = 3
            dian.getComponent('txDian').init_2(pos)
        }
        
    },

    cleanAllTXDian:function(){
        var children = this.node.children
        for (let i = children.length-1; i >= 0; i--) {
            var js = children[i].getComponent('txDian')
            if(js){
                this.onDianKilled(children[i])
            }
        }
    },

    onDianKilled: function (dian) {
        // enemy 应该是一个 cc.Node
        this.dianPool.put(dian); // 和初始化时的方法一样，将节点放进对象池，这个方法会同时调用节点的 removeFromParent
    },

    pdDir:function(){//根据单位向量添加块
        var arr_pos = []
        var children = this.node.children
        for (let i = children.length-1; i >= 0; i--) {
            var js = children[i].getComponent('block')
            if(js){
                arr_pos.push(js.pos_dianWorld)
            }
        }

        var pos_1 = arr_pos[0].sub(arr_pos[1]).normalize()
        var f_random = 290 + Math.random() * 160
        if(Math.random()*10 < 5){
            pos_1.x = pos_1.x *-1
        }
        
        var pos_end = cc.v2(arr_pos[0].x+pos_1.x*f_random,arr_pos[0].y+pos_1.y*f_random)
        var numRandom = Math.floor(Math.random()*22)
        this.createBlock(pos_end,numRandom,3)
    },

    moveDir:function(){//所有块的移动距离
        var arr_pos = []
        var children = this.node.children
        for (let i = children.length-1; i >= 0; i--) {
            var js = children[i].getComponent('block')
            if(js){
                arr_pos.push(js.pos_dianWorld)
            }
        }
        var pos_cha = cc.v2((arr_pos[0].x-arr_pos[1].x)/2,(arr_pos[0].y-arr_pos[1].y)/2)
        var pos_move = cc.v2(0-(arr_pos[1].x+pos_cha.x),-150-(arr_pos[1].y+pos_cha.y))

        for (let i = children.length-1; i >= 0; i--) {
            var js = children[i].getComponent('block')
            if(js){
                js.canTouch = false
                var act_1 = cc.moveBy(0.5,cc.v2(pos_move.x,pos_move.y))
                var act_2 = cc.callFunc(function(){
                    children[i].getComponent('block').setDianPos()
                },this)
                var end = cc.sequence(act_1,act_2)
                children[i].runAction(end)
            }
        }

        var act_1 = cc.moveBy(0.5,cc.v2(pos_move.x,pos_move.y))
        this.hero.runAction(act_1)

        var act_20 = cc.moveBy(0.5,cc.v2(pos_move.x,pos_move.y))
        this.tx_score.node.runAction(act_20)

        this.txBlock()
        cc.log(children.length)
    },

    canTouch:function(){
        var children = this.node.children
        for (let i = children.length-1; i >= 0; i--) {
            var js = children[i].getComponent('block')
            if(js){
                if(js.canTouch == false){
                    return false
                }
            }
        }
        return true
    },

    cleanBlock:function(){
        var children = this.node.children
        for (let i = children.length-1; i >= 0; i--) {
            var js = children[i].getComponent('block')
            if(js){
                if(js.pos_dianWorld.y < -900){
                    this.onBlockKilled(children[i])
                }
            }
        }
    },

    setTouch:function(){
        this.node.on('touchstart', function (event) {
            if(this.gameType != 1) return
            if(this.canTouch() == false) return
            if(this.hero.getComponent('hero').canTouch == false) return
            this.isTouchStart = true
            this.isGetScore = -1

            this.hero.rotation = 0
            this.hero_2.active = false
            this.isTouchBegin = true
            this.timeTouch = 0

            this.audioTouch_1 = cc.audioEngine.play(this.audio_touch_1, false, 1)
            this.callBackTouch_2 = function(){
                this.audioTouch_2 = cc.audioEngine.play(this.audio_touch_2, true, 1)
            }
            this.scheduleOnce(this.callBackTouch_2,cc.audioEngine.getDuration(this.audioTouch_1))


            var numDian = 3 + Math.floor(Math.random()*7)
                for (let i = 0; i < numDian; i++) {
                    this.createDian(this.hero.getPosition(),'start')
                }
            this.callBacktxDian = function(){
                var numDian = 3 + Math.floor(Math.random()*7)
                for (let i = 0; i < numDian; i++) {
                    this.createDian(this.hero.getPosition(),'start')
                }
            }
            this.schedule(this.callBacktxDian,0.5)

            cc.log('touchstart')
        }, this)
        this.node.on('touchmove', function (event) {
            if(this.gameType != 1) return
            cc.log('touchmove')
        }, this)
        this.node.on('touchend', function (event) {
            if(this.isTouchStart == false) return
            if(this.gameType != 1) return
            if(this.canTouch() == false) return
            if(this.hero.getComponent('hero').canTouch == false) return
            this.isTouchStart = false
            this.isTouchBegin = false
            cc.audioEngine.stop(this.audioTouch_1)
            cc.audioEngine.stop(this.audioTouch_2)
            if(this.callBackTouch_2){
                this.unschedule(this.callBackTouch_2)
            }
            

            this.cleanAllTXDian()
            this.unschedule(this.callBacktxDian)
            
            var pos_blockEnd = cc.v2(0,0)
            var numnum = 0
            var children = this.node.children
            for (let i = children.length-1; i >= 0; i--) {
                var js = children[i].getComponent('block')
                if(js){
                    numnum++
                    if(numnum == 2){
                        js.touchEnd()
                    }else if(numnum == 1){
                        pos_blockEnd = js.pos_dianWorld
                    }
                }
            }

            var pos_hero = this.hero.getPosition()
            var pos_1 = pos_blockEnd.sub(pos_hero).normalize()
            var timeDir = this.timeTouch*8
            var pos_end = cc.v2(pos_hero.x+pos_1.x*timeDir,pos_hero.y+pos_1.y*timeDir+this.hero.height/2)

            var act_0 = cc.callFunc(function(){
                this.hero.getComponent('hero').canTouch = false
                this.hero.anchorY = 0.5
                this.hero.y = this.hero.y + this.hero.height / 2
            }.bind(this))
            var act_1 = cc.jumpTo(0.4,pos_end,200,1)
            var act_2 = cc.rotateBy(0.4,360)
            var act_3 = cc.rotateBy(0.4,-360)
            var act_4 = cc.callFunc(function(){
                this.hero.anchorY = 0
                this.hero.y = this.hero.y - this.hero.height / 2
                this.hero_2.active = true
               
                this.scheduleOnce(function(){
                    if(this.isGetScore == -1){
                        this.hero_2.active = false
                        cc.log('踩空死亡')
                        this.gameType = 2
                        

                        var children = this.node.children
                        var arr_num = []
                        for (let i = children.length-1; i >= 0; i--) {
                            var js = children[i].getComponent('block')
                            if(js){
                                arr_num.push(i)
                            }                            
                        }

                        var pos_end_1 = children[arr_num[0]].getComponent('block').pos_dianWorld
                        var pos_end_2 = children[arr_num[1]].getComponent('block').pos_dianWorld
                        var pos_hero = this.hero.getPosition()

                        if(pos_hero.x > pos_end_1.x && pos_hero.x > pos_end_2.x){
                            children[arr_num[0]].zIndex = 5
                        }else if(pos_hero.x < pos_end_1.x && pos_hero.x < pos_end_2.x){
                            children[arr_num[0]].zIndex = 5
                        }else{
                            children[arr_num[1]].zIndex = 5
                        }


                        var act_001 = cc.moveBy(0.5,cc.v2(0,-75))
                        var act_002 = cc.callFunc(function(){
                            this.gameOver()
                        }.bind(this))
                        this.hero.runAction(cc.sequence(act_001,act_002))
                    }else if(this.isGetScore == 0){
                        cc.log('滑到死亡')
                        
                    }
                    this.pdCreateBlock()
                    this.hero.getComponent('hero').canTouch = true

                   

                },0.1)
            }.bind(this))
            if(pos_1.x > 0){
                var act_5 = cc.spawn(act_1,act_2)
                var end = cc.sequence(act_0,act_5,act_4)
                this.hero.runAction(end)
            }else{
                var act_6 = cc.spawn(act_1,act_3)
                var end = cc.sequence(act_0,act_6,act_4)
                this.hero.runAction(end)
            }
            
            cc.log('touchend')
        }, this)
    },

    gameOver:function(){
        cc.audioEngine.play(this.audio_fall, false, 1);
        this.lab_currScoreOver.string = this.currScore
        var bestScore = cc.sys.localStorage.getItem('bestScore')
        if(bestScore == null){
            bestScore = this.currScore
            cc.sys.localStorage.setItem('bestScore',bestScore)
        }else{
            if(bestScore < this.currScore){
                bestScore = this.currScore
                cc.sys.localStorage.setItem('bestScore',bestScore)
            }
        }
        this.lab_bestScoreOver.string = '历史最高分：' + bestScore
        this.nodeOver.active = true


        for (let i = 0; i < this.arr_infor.length; i++) {
            if(this.arr_infor[i].name == '我'){
                var bestScore = cc.sys.localStorage.getItem('bestScore')
                this.arr_infor[i].score = bestScore
            }
        }

        this.setPhOver()
    },

    pdCreateBlock:function(){
        var children = this.node.children
        for (let i = children.length-1; i >= 0; i--) {
            var js = children[i].getComponent('block')
            if(js){
                if(js.isPZ){
                    this.cleanBlock()
                    this.pdDir()
                }
                return
            }
        }
    },
    
    compare:function(property){
        return function(a,b){
            var value1 = a[property];
            var value2 = b[property];
            return value2 - value1;
        }
    },

    addItem:function(num){
        this.itemParent.removeAllChildren()
        for (let i = 0; i < this.arr_infor.length; i++) {
            if(this.arr_infor[i].name == '我'){
                var bestScore = cc.sys.localStorage.getItem('bestScore')
                if(bestScore == null){
                    bestScore = 0
                    cc.sys.localStorage.setItem('bestScore',bestScore)
                }else{
                    bestScore = cc.sys.localStorage.getItem('bestScore')
                }
                this.arr_infor[i].score = bestScore
            }
        }
        this.arr_infor.sort(this.compare('score'))
        cc.log(this.arr_infor)
        var item = cc.instantiate(this.pre_item)
        var itemH = item.height
        this.itemParent.height = itemH * num
        for (let i = 0; i < num; i++) {
            var item = cc.instantiate(this.pre_item)
            item.parent = this.itemParent
            var js = item.getComponent('item')
            if(js){
                var name = this.arr_infor[i].name
                var score = this.arr_infor[i].score
                var touxing = this.arr_infor[i].touXiang
                js.init(i+1,name,score,touxing)
            }
            item.y = -48 - i * itemH
        }
    },

    setPhOver:function(){
        var i_mc_wo = 0
        this.arr_infor.sort(this.compare('score'))
        for (let i = 0; i < this.arr_infor.length; i++) {
            if(this.arr_infor[i].name == '我'){
                i_mc_wo = i+1
                var bestScore = cc.sys.localStorage.getItem('bestScore')
                this.phOver.getChildByName('node_1').getChildByName('label_mingci').getComponent(cc.Label).string = i_mc_wo
                this.phOver.getChildByName('node_1').getChildByName('label_score').getComponent(cc.Label).string = bestScore
                break
            }
        }

        var i_mc_sj = i_mc_wo - 1
        this.phOver.getChildByName('node_2').getChildByName('label_mingci').getComponent(cc.Label).string = i_mc_sj
        this.phOver.getChildByName('node_2').getChildByName('label_score').getComponent(cc.Label).string = this.arr_infor[i_mc_sj-1].score
        this.phOver.getChildByName('node_2').getChildByName('label_name').getComponent(cc.Label).string = this.arr_infor[i_mc_sj-1].name
        this.phOver.getChildByName('node_2').getChildByName('sp_tx').getComponent(cc.Sprite).spriteFrame = this.spa_touXiang.getSpriteFrame('tou_'+this.arr_infor[i_mc_sj-1].touXiang)

        var i_mc_xj = i_mc_wo + 1
        this.phOver.getChildByName('node_3').getChildByName('label_mingci').getComponent(cc.Label).string = i_mc_xj
        this.phOver.getChildByName('node_3').getChildByName('label_score').getComponent(cc.Label).string = this.arr_infor[i_mc_xj-1].score
        this.phOver.getChildByName('node_3').getChildByName('label_name').getComponent(cc.Label).string = this.arr_infor[i_mc_xj-1].name
        this.phOver.getChildByName('node_3').getChildByName('sp_tx').getComponent(cc.Sprite).spriteFrame = this.spa_touXiang.getSpriteFrame('tou_'+this.arr_infor[i_mc_xj-1].touXiang)

    },

    clickBtn:function(sender,str){
        if(str == 'play'){
            cc.log('点击了开始按钮')
            this.cleanAllblock()
            this.unschedule(this.callBackHeroJump)
            this.doubleScore = 1
            this.isTouchStart = false
            this.currScore = 0
            this.lab_score.string = this.currScore
            this.gameType = 1
            this.nodePlay.active = true
            this.nodeReady.active = false
            this.hero.active = true
            this.hero.zIndex = 4
            this.setHeroAct(cc.v2(-140,-140))
            this.createBlock(cc.v2(-140,-140),0,1)
            this.createBlock(cc.v2(110,32),1,2)

        }else if(str == 'phb'){
            cc.log('点击了排行榜按钮')
            this.addItem(50)
            this.nodePHB.active = true
        }else if(str == 'closePhb'){
            cc.log('点击了排行榜关闭按钮')
            this.nodePHB.active = false
        }else if(str == 'btnRePlay'){//再玩一次
            this.cleanAllblock()
            this.doubleScore = 1
            this.nodeOver.active = false
            this.currScore = 0
            this.lab_score.string = this.currScore
            this.gameType = 1
            this.hero.zIndex = 4
            this.hero.rotation = 0
            this.setHeroAct(cc.v2(-140,-140))
            this.createBlock(cc.v2(-140,-140),0,1)
            this.createBlock(cc.v2(110,32),1,2)
        }else if(str == 'btnphbOver'){//排行榜（over）
            this.addItem(50)
            this.nodePHB.active = true
        }
       
    },

    setHeroAct:function(pos){//第一次创建hero的动作
        this.hero.stopAllActions()
        this.hero.scale = 1
        this.hero.rotation = 0
        this.hero.anchorY = 0
        this.hero.setPosition(cc.v2(pos.x,pos.y+200))
        var act_0 = cc.callFunc(function(){
            this.hero.getComponent('hero').canTouch = false
        }.bind(this))
        var act_1 = cc.moveTo(0.2,cc.v2(pos.x,pos.y-10))
        var act_2 = cc.moveTo(0.08,cc.v2(pos.x,pos.y+50))
        var act_3 = cc.moveTo(0.07,cc.v2(pos.x,pos.y-5))
        var act_4 = cc.moveTo(0.06,cc.v2(pos.x,pos.y+10))
        var act_5 = cc.moveTo(0.03,cc.v2(pos.x,pos.y))
        var act_6 = cc.callFunc(function(){
            this.hero.getComponent('hero').canTouch = true
        }.bind(this))
        var end = cc.sequence(act_0,act_1,act_2,act_3,act_4,act_5,act_6)
        this.hero.runAction(end)
    },

    cleanAllblock:function(){
        var children = this.node.children
        for (let i = children.length-1; i >= 0; i--) {
            var js = children[i].getComponent('block')
            if(js){
                children[i].stopAllActions()
                this.onBlockKilled(children[i])
            }
        }
    },

    update (dt) {
        if(this.isTouchBegin){
            this.timeTouch++
            if(this.timeTouch >= 400){
                this.timeTouch = 400
            }
            var numnum = 0
            var children = this.node.children
            for (let i = children.length-1; i >= 0; i--) {
                var js = children[i].getComponent('block')
                if(js){
                    numnum++
                    if(numnum == 2){
                        js.touchBegin(dt)
                    }
                }
            }
        }
    },

    setRandomBgColor:function(){
        var i_random = Math.floor(Math.random()*6)
        var act_1 = cc.tintTo(0.5, this.arrColorBg[i_random].r, this.arrColorBg[i_random].g, this.arrColorBg[i_random].b);
        this.bg.runAction(act_1)
    },

    setReady:function(){
        this.hero.active = true
        this.hero_2.active = false
        this.hero.zIndex = 4
        this.setHeroAct(cc.v2(-140,-140))
        this.createBlock(cc.v2(-140,-140),0,1)
        this.createBlock(cc.v2(110,32),1,2)

        this.callBackHeroJump = function(){
            this.herojunmReady()
        }
        this.schedule(this.callBackHeroJump,3)

    },

    herojunmReady:function(){
        var pos_blockEnd = cc.v2(0,0)
        var children = this.node.children
        for (let i = children.length-1; i >= 0; i--) {
            var js = children[i].getComponent('block')
            if(js){
                pos_blockEnd = js.pos_dianWorld
                break
            }
        }

        var pos_hero = this.hero.getPosition()
        var pos_1 = pos_blockEnd.sub(pos_hero).normalize()
        var pos_end = cc.v2(pos_blockEnd.x,pos_blockEnd.y+this.hero.height/2)

        var act_0 = cc.callFunc(function(){
            this.hero.anchorY = 0.5
            this.hero.y = this.hero.y + this.hero.height / 2
        }.bind(this))
        var act_1 = cc.jumpTo(0.4,pos_end,200,1)
        var act_2 = cc.rotateBy(0.4,360)
        var act_3 = cc.rotateBy(0.4,-360)
        var act_4 = cc.callFunc(function(){
            this.hero.anchorY = 0
            this.hero.y = this.hero.y - this.hero.height / 2
            this.cleanBlock()
            this.pdDir()

        }.bind(this))
               
        if(pos_1.x > 0){
            var act_5 = cc.spawn(act_1,act_2)
            var end = cc.sequence(act_0,act_5,act_4)
            this.hero.runAction(end)
        }else{
            var act_6 = cc.spawn(act_1,act_3)
            var end = cc.sequence(act_0,act_6,act_4)
            this.hero.runAction(end)
        }
    },

    setInfor:function(){
        this.arrColorBg = [
            {r:191,g:192,b:201},
            {r:244,g:220,b:216},
            {r:198,g:224,b:211},
            {r:242,g:215,b:171},
            {r:165,g:191,b:216},
            {r:231,g:219,b:222},
        ]
        this.arr_infor = [
            {name:'2504549300',touXiang:0,score:1003},
            {name:'cocoscreator_666',touXiang:1,score:1002},
            {name:'我',touXiang:2,score:1001},
            {name:'褪了色旳回憶',touXiang:3,score:Math.round(Math.random() * 1000)},
            {name:'为爱控',touXiang:4,score:Math.round(Math.random() * 1000)},
            {name:'等尽歌悲欢',touXiang:5,score:Math.round(Math.random() * 1000)},
            {name:'妖媚＠',touXiang:6,score:Math.round(Math.random() * 1000)},
            {name:'时光あ瘦了~',touXiang:7,score:Math.round(Math.random() * 1000)},
            {name:'别格式化',touXiang:8,score:Math.round(Math.random() * 1000)},
            {name:'同餐伴枕',touXiang:9,score:Math.round(Math.random() * 1000)},
            {name:'曾有↘几人',touXiang:10,score:Math.round(Math.random() * 1000)},
            {name:'柠檬味的鱼',touXiang:11,score:Math.round(Math.random() * 1000)},
            {name:'没有范儿',touXiang:12,score:Math.round(Math.random() * 1000)},
            {name:'自然而然',touXiang:13,score:Math.round(Math.random() * 1000)},
            {name:'亲，我没跑',touXiang:14,score:Math.round(Math.random() * 1000)},
            {name:'主音King',touXiang:15,score:Math.round(Math.random() * 1000)},
            {name:'名钻',touXiang:16,score:Math.round(Math.random() * 1000)},
            {name:'莫再执迷不悟。',touXiang:17,score:Math.round(Math.random() * 1000)},
            {name:'多啦呮諟個夢',touXiang:18,score:Math.round(Math.random() * 1000)},
            {name:'大哥大@',touXiang:19,score:Math.round(Math.random() * 1000)},

            {name:'女人本该霸气',touXiang:20,score:Math.round(Math.random() * 500)},
            {name:'喓浭喓姒氺溫柔',touXiang:21,score:Math.round(Math.random() * 500)},
            {name:'回忆刺穿心脏╮',touXiang:22,score:Math.round(Math.random() * 500)},
            {name:'爷丶有特点',touXiang:23,score:0},
            {name:'感谢经历。',touXiang:24,score:Math.round(Math.random() * 500)},
            {name:'疾风魔影',touXiang:25,score:Math.round(Math.random() * 500)},
            {name:'坚强的爱恋',touXiang:26,score:Math.round(Math.random() * 500)},
            {name:'路还长别猖狂',touXiang:27,score:Math.round(Math.random() * 500)},
            {name:'余生梦断',touXiang:28,score:Math.round(Math.random() * 500)},
            {name:'笑话太过',touXiang:29,score:Math.round(Math.random() * 500)},
            {name:'白龙吟',touXiang:30,score:Math.round(Math.random() * 500)},
            {name:'心底青苔',touXiang:31,score:Math.round(Math.random() * 500)},
            {name:'独立于世',touXiang:32,score:Math.round(Math.random() * 500)},
            {name:'mo_虚冇',touXiang:33,score:Math.round(Math.random() * 500)},
            {name:'无所谓的结局',touXiang:34,score:Math.round(Math.random() * 500)},
            {name:'半夜成仙',touXiang:35,score:Math.round(Math.random() * 500)},
            {name:'完了丶然后@',touXiang:36,score:Math.round(Math.random() * 500)},

            {name:'没爱没恨-',touXiang:37,score:Math.round(Math.random() * 100)},
            {name:'凉纪之城',touXiang:38,score:Math.round(Math.random() * 110)},
            {name:'梦如南筏〞',touXiang:39,score:Math.round(Math.random() * 100)},
            {name:'-夲亼光锟',touXiang:40,score:Math.round(Math.random() * 100)},
            {name:'褐色眼眸~',touXiang:41,score:Math.round(Math.random() * 100)},
            {name:'太坚强是软弱',touXiang:42,score:Math.round(Math.random() * 100)},
            {name:'暮色伊人',touXiang:43,score:Math.round(Math.random() * 100)},
            {name:'不必谁懂我',touXiang:44,score:Math.round(Math.random() * 100)},
            {name:'嫩HEI炮@!',touXiang:45,score:Math.round(Math.random() * 100)},
            {name:'奈河桥等你',touXiang:46,score:Math.round(Math.random() * 100)},
            {name:'一舞驚鴻',touXiang:47,score:Math.round(Math.random() * 100)},
            {name:'三五七年',touXiang:48,score:Math.round(Math.random() * 100)},
            {name:'冰落風嘯',touXiang:49,score:Math.round(Math.random() * 10)},
        ];
    },
});
